Friday, February 3, 2012

Notes from the Trough of Disillusionment

Location: Down in the Valley So Low

Next Friday, I agreed to give a short presentation to faculty colleagues in a learning community focusing on new technologies.

My topic: "3d Virtual Worlds: Down in Gartner's Trough of Disillusionment"

Here are a few notes from a Blackboard page I created to guide our discussion. I do plan to log into Second Life and OpenSim during our meeting, as well. At least two of the group tried SL and were not impressed with the platform, for one or more reasons I'll list as detrimental to the spread of virtual worlds.

Readers, what am I missing? I'd love to hear your perspectives on this. My notes follow, except for links to content in SL and other grids worth seeing (from Virtual Ability and Genome Islands to the WW I Poetry Sim and my Usher Project).

All links below will open in new tabs/windows.

The sector for public 3D virtual worlds has fallen into the Gartner "trough of disillusionment" since Fall 2008, just as the global economy teetered on the brink of total collapse. In what follows, I offer some reasons and resources, based on my five years of work in Second Life and OpenSimulator virtual worlds.

Here is their 2009 "Hype Cycle" snapshot:

http://www.gartner.com/it/page.jsp?id=1124212

In 2011, while other technologies advanced, the Gartner authors concluded that "virtual worlds remain entrenched in the trough after peaking in 2007."

For Second Life in particular, several factors hurt:

  • High pricing for content-hosting without offline backups. Linden Lab, SL's maker, ended 50% discounts for education and non-profit customers in October 2010, at which point Richmond left SL.
  • A competing open-source alternative, OpenSimulator (or OpenSim), often hosted locally on campus servers and capable of URL-type linking to other campuses or corporate projects through a technology called Hypergrid.
  • The difficulty of the SL user interface and the steep hardware requirements of the client.
  • The stability of the virtual world and the need for frequent client upgrades (both largely resolved today).
  • The relatively slow pace of empirical evidence for teaching effectiveness in immersive 3D environments. Ironically, this has emerged in 2010 and 2011, but by them many campuses had decided to focus more on mobile technologies and social networking for teaching. Many with an investment in virtual worlds moved to OpenSim instead.
  • A perception that the environment was too "gamelike" for serious learning. SL is more of a "sandbox" that permits user-generated content, including games. One can more easily make the case for using SL in education than, say, World of Warcraft. Ironically, "gamification" is a buzzword for emerging educational technologies in 2012. Was SL too early?
The SL brand's reputation for social and adult-rated usage did hurt, but this proved the least of the problems for my classes. My students encountered SL's X-rated culture and giggled. I made them sign waivers to avoid adult content unless 1) it was after class and 2) they were not representing themselves as members of the UR community. One or two students did research on "relationships" in SL, but they age-verified to be able to go to adult-zoned parts of the virtual world.

What Virtual Worlds still offer, despite their learning curve:
  • A way to build simulations at low cost. I could not make a ruined Victorian mansion appear on campus for my House of Usher simulation (see below).
  • A way to interact for virtual conferences in an embodied way. I do not find teleconferencing and 2D applications such as Elluminate as engaging for participants. SL encourages all participants to become active, in my experience from the weekly Virtual Worlds Roundtable and the annual conference, Virtual Worlds: Best Practices in Education.

Tuesday, January 31, 2012

Neo-Luddite Reflections on Razors and Shaving Nerds

 Location: Becoming an Aqua-Velva Man

Although I made a great leap forward a few weeks ago, by disconnecting our land line and getting a cellular phone, I compensated by becoming a throwback in matters of personal hygiene.

No, I still bathe and brush my teeth daily. I mean shaving: I reverted to my grandfather's Gem Micromatic safety razor, after misplacing my Gillette Sensor two-blade. For some time, at the prompting of another friend who questions technology on a daily basis, I was considering "going retro" with my shaving. Moreover, I got angry over the war of escalation in price and numbers of blades per razor (it's spawned a parody of Moore's Law: 14 blades / razor blade by the year 2100!). I dislike electric razors, having used one for nearly a decade in and after high school.

So it was back to 1920 for me. I'm also skilled with my grandfather's razor (a pristine version is pictured here); in his last years, I shaved him weekly with it, causing nary a nick. And for 30 years I have used his shaving mug and a brush, after finding shaving creme expensive and wasteful.

Being a thick-bearded man of Lebanese descent, I wear a closely cropped beard and have done so for--gasp--33 years. I only shave my throat and cheekbones.  This reduces nicking, but I was unprepared for the excellence of a technology nearly 100 years old. Simply put: nothing modern touches a good blade in a safety razor, excepting a straight razor that I won't dare try even with my steady hands.

As usual, an innocent interest of mine lands me in the midst of fanatical collectors. All things nerdy spawn Web sites, so I give you:
I think I'll be buying a second "travel" razor, given that my daily is a family heirloom. Somewhere in the afterlife, my dad and grandfather, clean shaven of course, are having a good laugh and saying "what is the matter with you, boy? You crazy?" Dad was a typical "new and improved 20th Century guy." "Old" meant "toss the damn thing out," to him. My grandfather was more like me, questioning why things change just to make more money for a company already producing a well designed, effective product. But even he would laugh at me for being so sentimental about an everyday object that had served him well for many decades.
No, this is not some trend, in my case, spawned by Mad Men. It's the return to an appropriate and sustainable technology after Gillette made shaving ludicrous and most gear has become disposable.  You may have noticed that some stores lock down their razor blades to prevent theft. At a dollar per cartridge, it's easy to see why. Single-edged blades are just as sharp, last longer without clogging, and cost half what a Sensor razor blade ran me.

Shaving has become fun again. It's more of a mindful and meditative ritual now, which is what using technology should be, in my opinion, to keep one from taking it for granted. I'll soon have a '65 Mustang ragtop back on the road, an old favorite car of my wife's, and from driving her other classic, a '68 Chevy C-10 truck, I can tell you: you do not multitask with antique technology. Eyes on the open road or your precious throat.

Besides, old-school shaving has all the doo-dads that make antique technology so fascinating: I love wiping the blade clean amid the wafting scent of aftershave, as I prepare myself for the daily grind. I had stopped using aftershave, but now, with such a close shave daily, it refreshes my skin. Moreover, when shaving with antiques one must pay attention to the razor or risk a cut. I'm very good at it, but the focus is zen-like: hai karate!

Well, back to slapping my cheeks with Aqua Velva and repeating old jingles that my truck-driver father used to belt out on our road trips:

Ladies jump from fire escapes
To get away from hairy apes.
Use Burma Shave!

That's not quite the historical slogan, but it was good enough for me to kindle a life-long interest in the manly art of a good, close shave.

Monday, January 30, 2012

A Good Idea for Writing Centers in Second Life, A Little Late

University of Utah Writing Center in Second Life
Location: Writing Lab Newsletter

Image credit: Flickr image by Marriott Library, University of Utah

I read this monthly journal about the theory and practice of peer tutoring, and I've not given a lot of thought to how virtual worlds might help. After all, my campus is residential and small. We do not have a widely dispersed student body living off campus, and the interest in virtual worlds hovers between "nil" and "huh?"

But not all schools work that way, and I was surprised to see Russell Carpenter's and Megan Griffin's "Exploring Second Life" in the March 2010 issue. I was slow getting to it; you can pick up a free PDF copy of the issue online but it's not easy. Click and then find volume 34, number 7.

Their piece came long after the hype cycle for SL had tumbled into Gartner's "Valley of Disillusionment."  As I will explain in a forthcoming post, at a recent VWER meeting my assertion went unchallenged when I called SL a "legacy application" in education.

In spite of that, Carpenter's and Griffin's piece was enough to make me reconsider the beneficial effects of virtual worlds for writing practice, something I'd dismissed here some time ago. It won't change my own campus practice, yet. It might, at some future time, change how I interact with other directors and peer tutors. Notably, the authors claim that:
  • SL provides a more "personable" space for interaction with writers than does a 2D conferencing application.
  • Using SL was easy for staff and writers, but building "requires scripting and programming experience along with a great deal of patience."
  • The presence of white boards to display video and other materials offers a unique and immersive experience.
  • The ability to share real estate with other schools lets writing tutors share best practices cheaply.
And that last application of SL is the "killer app" to me. It is expensive to get tutors together between schools to share ideas. It also takes a great deal of planning, arranging vans, and coordinating schedules. There's no way to just "go hang out" with peer-tutors elsewhere, and I would love to find a way to get our Writing Consultants more engaged in seeing what occurs at other schools, even observing tutorials within the privacy regulations of FERPA and university-specific policies.

At present, I have no clear idea how many writing centers maintain an SL location. A Google search turns up centers for Michigan State , the University of Missouri St. Louis , The University of Central Florida centers. Bowling Green State's center comes up in search, but in reality it closed after a new director, with little interest in SL, took over. The spot not far from our VWER Roundtable venue now houses another project.

There may be more. I only hear anecdotes. Writing Centers have long been experimenters, but given our lack of professional time and funds, Second Life may be one of those experiments that never quite reached a conclusion.

Tuesday, January 24, 2012

Creating Claustrophobia in a Build

Location: Attic, Virtual House of Usher

I'm close to finishing the SL build, at least to the point where I'll open the doors for visitors. Later, we will schedule a few events with our Usher actors.  I wanted, first, to address some concerns that my last group of students had in the OpenSim build.

See the chest to the left of my avatar? It's way too big, and I cannot resize it.

Normally, I'd build something or do without, but here, I  decided to "leave it big" (also letting me pull out an old inventory item we liked before).

Students noted that the House in Jokaydia Grid was not cluttered and crowded enough, and in both OpenSim and SL builds run bigger, with taller ceilings, than most real-life spaces.  That's the fault of 8' tall avatars and the clumsy way the camera follows  us when we move.

To create claustrophobia in wide-open spaces, I have tried a few methods to "trick the eye." These reverse the process I wrote about for creating the illusion of vast distance. Notably:
adding low-prim partitions and obstacles in rooms
  • splitting some Jokaydia-Grid rooms into two rooms in SL
  •  living with the jumbo-sized SL items, or making some things a little larger than to-scale. That way, space gets crowded!
  • tinting distant items slightly darker to add complexity to the space. This also keeps the build from being too bright, a complaint by a few of my students last term.
  • adding prims, such as rafters in the attic, that lower the ceiling without making the camera bounce around when an avatar walks.
In doing these things--and I am sure I will find more techniques!--I continue to be amazed at the low-cost affordances of building in SL or OpenSim. While some educators are tempted by Minecraft or Unity 3D, I would ask them to consider the outcome desired.

For now, at least, for low-volume simulations SL and OpenSim suit my needs perfectly. I've been back to the Trident Main Store again and again for items I cannot or do not wish to build. Unlike some of the mesh items from Turbosquid that John Lester showed me for building, the costs have been trivial, a few thousand Linden Dollars total.